Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Dark Priest 1.3.3Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Crossbows Fork 1.3.3Adds Crossbows and Bolts. Both require Strength to equip. Crossbows use Bow mastery and should work with talents that require a bow. Bolts do less damage than Arrows but have slightly more crit and much higher APR. Bolts have 70% Str 30% Dex modifier. Bolts also have smaller quivers. Crossbows fire slower than Longbows and have an APR accurcy bonus rather tha a crit bonus. Crossbows pick up Longbow egos and Bolts pick up Ammo egos. They will drop from NPCs and be availabe from merchants. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Items Vault 1.3.0Donators/Buyers bonus! Assassin 1.3.3Reworks the Rogue class. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Protos race 0.2 1.3.5Protos race. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: magebow class v18 1.3.1Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | DarkTemplar |
Class | None |
Level / Exp | 29 / 96% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 96.5 (base 18) |
Dexterity | 87 (base 30) |
Constitution | 58 (base 12) |
Magic | 85.5 (base 38) |
Willpower | 122 (base 60) |
Cunning | 115 (base 60) |
Resources
Mana | 448/448 |
Psi | 439/439 |
Vim | 230/230 |
Life | 1116/1116 |
Positive | 0/114 |
Stamina | 341/341 |
Psi_feedback | 5/100 |
Healing Factor | 1.52 |
Regeneration | 85.520929890729 |
Speed
Mental | +9.06527637028% |
Attack | 0% |
Movement | +99.18091364645% |
Spell | +9.06527637028% |
Global | +120% |
Vision
Sight | 12 |
Lite | 12 |
Infravision | 11 |
See Stealth | 70.38348415311 |
See Invisible | 90.38348415311 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 371 |
Accuracy | 119 |
Crit Chance | 121% |
APR | 64 |
Speed | 0.92 |
Offense: Offhand
Damage | 329 |
Accuracy | 119 |
Crit Chance | 124% |
APR | 67 |
Speed | 0.92 |
Offense: Spell
Spellpower | 93.466096742808 |
Crit Chance | 83% |
Speed | 0.91688210334238 |
Offense: Mind
Mindpower | 67.725 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 129.2 (100%) |
Defense | 81.978070219084 |
Ranged Defense | 83.278070219084 |
Fatigue | 0 |
Physical Save | 74.886458333333 |
Spell Save | 79.532708333333 |
Mental Save | 78.539583333333 |
Defense: Resistances
All | + 30%( 72%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 54% |
Poison Resistance | 100% |
Blind Resistance | 19% |
Disarm Resistance | 0% |
Bleed Resistance | 100% |
Pinning Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 9% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 528 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 317 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Cursed / Gloom | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Absorption | 2.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 2.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Cunning / Stealth | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 2.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Projection | 2.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 2.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 2.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Corruption / Heart of Fire | 2.22 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Spellblaze | 2.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 2.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 2.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 2.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 2.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Scoundrel | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed aura | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 2.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Thuggery | 2.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 4.80 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Finer energy manipulations | 2.40 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Shadow Combat |
talent | Lacerating Strikes |
talent | Blur Sight |
talent | Precision |
talent | Weapon of Light |
talent | Willful Tormenter |
talent | Shielding |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Deadly Strikes |
talent | Shadow Feed |
talent | Probability Travel |
talent | Thermal Shield |
talent | Overkill |
talent | Kinetic Shield |
talent | Weapon of Wrath |
talent | Fiery Hands |
talent | Skate |
talent | Kinetic Aura |
talent | Gloom |
talent | Arcane Shield |
talent | Phantasmal Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.5)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +21% off-hand weapon damage Power 2+: -1 Luck, +10 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 11.6% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The thrill of combat improves the target's maximum life by 17%, life regeneration by 37.36, and stamina regeneration by 7.47. Bloodbath |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +18 Darkness Resistance, +11% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 18% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 18% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested. Power 1+: Removed from Reality: +8 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +12 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 19 air and an additional 8 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 10 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.5)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +15% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 7. Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+18% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +13 Defense, +6 Ranged Defense Power 2+: -1 Luck, +12 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+49% chance to avoid traps). Power 4+: Unfortunate End: There is a 37% chance that the damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Islynn the giant acid ant. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You failed to protect the worried loremaster from death by The Phantom. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 61. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of elder vampire blood. * You've found the needed pouch of faeros ash. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Ce'Nuwen the Murkshaper (Madness) (60.5-96.8 power, 4 apr) Ce'Nuwen the Murkshaper (Madness) (60.5-96.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 Base power: 60.5 - 96.8 Uses stat: 145% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 48% chance to daze On weapon crit: * splashes the target with acid Damage (Melee): +28 acid / +4 nature / +8 arcane When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +3 Str / +3 Dex / +5 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +9% all Changes resistances penetration: +16% nature / +16% lightning Spell save: +6 (+1 eff.) Mana each turn: +0.12 Spell crit. chance: +1% Curse of Madness Massive two-handed swords. |
Quiver | quiver of ash arrows 'Kindlestreak' (Madness) (31/31, 21-29.4 power, 7 apr) quiver of ash arrows 'Kindlestreak' (Madness) (31/31, 21-29.4 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 60% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 31 On weapon hit: * 25% chance for lightning to arc to a second target * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +7 lightning / +4 fire Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Ammo reloads per turn: +2 Curse of Madness Arrows are used with bows to pierce your foes to death. |
On hands | Stone Gauntlets of Harkor'Zun (Nightmares) (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (Nightmares) (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Curse of Nightmares Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Light source | Umbraphage (Nightmares) Umbraphage (Nightmares)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 163, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). Curse of Nightmares It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 372.33 darkness damage (based on Mindpower and charge), costing 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | elven-silk wizard hat 'Boltrace' (Nightmares) (3 def, 0 armour) elven-silk wizard hat 'Boltrace' (Nightmares) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 lightning Changes stats: +10 Mag / +5 Wil / +3 Con Changes resistances penetration: +10% physical Changes damage: +12% arcane Maximum encumbrance: +30 Psi each turn: +0.31 Spellpower: +5 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 5.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On feet | pair of dwarven-steel boots 'Skywend' (Corpses) (0 def, 4 armour) pair of dwarven-steel boots 'Skywend' (Corpses) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +3% mind / +15% lightning Physical save: +14 (+2 eff.) Mental save: +13 (+3 eff.) Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Chromatic Wand (Misfortune) Chromatic Wand (Misfortune)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +1 temporal / +1 light / +2 fire / +1 nature / +1 acid / +2 physical / +1 darkness / +1 blight / +2 cold / +1 arcane / +1 mind Changes damage: +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elementalism Talent granted: +2 Ward Curse of Misfortune It can be used to activate talent Chromatic Orb (costing 16 power out of 24/24) : Effective talent level: 2.0 Power cost: 16 out of 24/24. Range: 20 Travel Speed: 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 234.23 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
On fingers | Khelyziladig the steel ring (Misfortune) Khelyziladig the steel ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% mind Changes damage: +21% mind Spell save: +12 (+2 eff.) Maximum stamina: +17.00 Curse of Misfortune Rings can have magical properties. |
On fingers | Lightningfurnace (Corpses) Lightningfurnace (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +8% blight / +8% nature / +6% acid Changes resistances penetration: +10% lightning Changes damage: +6% acid Poison immunity: +18% Disease immunity: +15% Curse of Corpses Rings can have magical properties. |
Around neck | Blindglamour (Misfortune) Blindglamour (Misfortune)Requires: - Level 15 Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Armour: +5 Defense: +8 (+2 eff.) Fatigue: -20% Effects on melee hit: * 30% chance to daze * 15% chance to inflict damage reduction * 40% chance to gain 10% of a turn Damage when hit (Melee): 12 lightning / 12 temporal / 20 darkness Changes stats: +14 Str / +24 Dex / +9 Mag / +12 Wil / +12 Cun / +12 Con Changes resistances: +24% lightning / +20% temporal / +12% darkness / +3% blight Changes resistances cap: +2% all Changes damage: +12% lightning / +12% temporal / +12% light / +24% fire / +6% acid / +12% physical / +24% blight / +6% cold / +12% darkness Talent mastery: +0.22 Corruption / Heart of Fire Critical mult.: +41.00% Physical save: +78 (+12 eff.) Spell save: +62 (+9 eff.) Mental save: +61 (+12 eff.) Blindness immunity: +19% Pinning immunity: +32% Stun/Freeze immunity: +32% Knockback immunity: +26% Life regen: +4.00 Stamina each turn: +1.60 Spellpower: +32 (+6 eff.) Spell crit. chance: +14% Infravision radius: +5 Sight radius: +2 See invisible: +9 Movement speed: +20% Curse of Misfortune Amulets can have magical properties. This item has been sent to the Item's Vault. |
In main hand | Smearorder (Misfortune) (41.5-58.1 power, 6 apr) Smearorder (Misfortune) (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +18 acid / +25 mind / +32 nature Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +30 ice / +4 temporal When wielded/worn: Armour: +15 Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +7 Cun / +7 Wil Changes resistances penetration: +15% cold Changes damage: +6% nature Curse of Misfortune One-handed war axes. |
Around waist | Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
In off hand | caustic voratun dagger of evisceration (Corpses) (38-49.4 power, 9 apr) caustic voratun dagger of evisceration (Corpses) (38-49.4 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stat: 99% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +9 (+1 eff.) Changes resistances penetration: +10% acid Life regen: +2.00 Curse of Corpses Sharp, short and deadly. |
Cloak | Neroyatha (Nightmares) (2 def, 0 armour) Neroyatha (Nightmares) (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Cun / +5 Dex Changes resistances: +7% acid / +10% fire / +7% lightning / +7% cold Spell save: +20 (+3 eff.) Stun/Freeze immunity: +15% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun plate armour 'Druromidin' (Madness) (9 def, 16 armour) voratun plate armour 'Druromidin' (Madness) (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 11 light / 4 acid Changes stats: +5 Wil Changes resistances: +18% blight / +25% darkness / +6% acid Changes resistances penetration: +5% acid Changes damage: +12% acid / +9% blight Life regen: +2.90 Maximum life: +111.00 Light radius: +2 Healing mod.: +22% Curse of Madness A suit of armour made of metal plates. |
Inventory
wild infusion (resist 10%; cure magical, physical) wild infusion (resist 10%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 130) teleportation rune of the wizard (range 130)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 130 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet (Nightmares) copper amulet (Nightmares)0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Curse of Nightmares Amulets can have magical properties. |
Dourbliss the steel amulet (Misfortune) Dourbliss the steel amulet (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +11 Lck Changes resistances penetration: +25% darkness Reduce all damage from unseen attackers: 10% Curse of Misfortune Amulets can have magical properties. |
copper ring (Madness) copper ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Madness Rings can have magical properties. |
marksman's steel ring of fire (+20%) (Nightmares) marksman's steel ring of fire (+20%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% fire Changes damage: +10% fire Curse of Nightmares Rings can have magical properties. |
warrior's steel ring (Corpses) warrior's steel ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Curse of Corpses Rings can have magical properties. |
warrior's gold ring of tenacity (Corpses) warrior's gold ring of tenacity (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +32% Maximum life: +28.00 Curse of Corpses Rings can have magical properties. |
Lost Staff of Archmage Tarelion (Madness) (30-36 power, 4 apr, physical element) Lost Staff of Archmage Tarelion (Madness) (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +25% Curse of Madness Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
insidious steel battleaxe (Shrouds) (22-33 power, 2 apr) insidious steel battleaxe (Shrouds) (22-33 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 145% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +14 insidious poison Curse of Shrouds Massive two-handed battleaxes. |
hateful dwarven-steel battleaxe of erosion (Nightmares) (32.5-48.75 power, 2 apr) hateful dwarven-steel battleaxe of erosion (Nightmares) (32.5-48.75 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 145% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 temporal / +9 nature / +12 darkness Damage against: +19% Living Curse of Nightmares Massive two-handed battleaxes. |
iron greatmaul (Misfortune) (20.5-30.75 power, 1 apr) iron greatmaul (Misfortune) (20.5-30.75 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 145% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Curse of Misfortune Massive two-handed mauls. |
Glarebiter (Corpses) (21.5-30.1 power, 4 apr) Glarebiter (Corpses) (21.5-30.1 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to blind * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Armour penetration: +16 Physical crit. chance: +8.0% Damage when hit (Melee): 4 arcane Changes resistances: +9% light Changes resistances penetration: +10% physical Changes damage: +6% light / +8% physical Critical mult.: +13.00% Curse of Corpses Sharp, long, and deadly. |
Galelalen the Flashwinter (Nightmares) (47-65.8 power, 6 apr) Galelalen the Flashwinter (Nightmares) (47-65.8 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +10 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes resistances penetration: +8% physical Changes damage: +6% light / +5% physical Curse of Nightmares Blunt and deadly. |
voratun mace 'Shinehack' (Misfortune) (44.5-62.3 power, 6 apr) voratun mace 'Shinehack' (Misfortune) (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +20 fire When wielded/worn: Armour penetration: +15 Effects on melee hit: * 30% chance to blind Changes resistances penetration: +20% arcane / +15% physical / +5% light / +5% mind Changes damage: +14% physical / +3% light / +12% arcane Curse of Misfortune Blunt and deadly. |
Grinahell the Bilekin (Corpses) (11.5-16.1 power, 2 apr) Grinahell the Bilekin (Corpses) (11.5-16.1 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +4 nature When wielded/worn: Changes damage: +12% mind Curse of Corpses One-handed war axes. |
stralite waraxe of ruin (Shrouds) (29.5-41.3 power, 5 apr) stralite waraxe of ruin (Shrouds) (29.5-41.3 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +6.0% Critical mult.: +12.00% Curse of Shrouds One-handed war axes. |
thought-forged iron dagger of vileness (Misfortune) (11-14.3 power, 5 apr) thought-forged iron dagger of vileness (Misfortune) (11-14.3 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stat: 99% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 8% chance to cause random gloom * 5% chance to disease Damage (Melee): +5 blight / +6 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Curse of Misfortune Sharp, short and deadly. |
stralite dagger of vileness (Corpses) (28-36.4 power, 9 apr) stralite dagger of vileness (Corpses) (28-36.4 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stat: 99% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 5% chance to disease Damage (Melee): +10 blight Curse of Corpses Sharp, short and deadly. |
quiver of ash arrows of accuracy (Nightmares) (17/17, 17.5-24.5 power, 7 apr) quiver of ash arrows of accuracy (Nightmares) (17/17, 17.5-24.5 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.5 - 24.5 Uses stats: 60% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
spiked rough leather armour (Nightmares) (1 def, 2 armour) spiked rough leather armour (Nightmares) (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Curse of Nightmares A suit of armour made of leather. |
Rogue Plight (Corpses) (6 def, 7 armour) Rogue Plight (Corpses) (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Corpses No rogue blades shall incapacitate the wearer of this armour. |
marauder's reinforced leather armour of lightning resistance (Madness) (6 def, 7 armour) marauder's reinforced leather armour of lightning resistance (Madness) (6 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Dex Changes resistances: +18% lightning Physical save: +9 (+2 eff.) Curse of Madness A suit of armour made of leather. |
enlightening dwarven-steel mail armour of Eyal (Madness) (3 def, 8 armour) enlightening dwarven-steel mail armour of Eyal (Madness) (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +6 Cun / +4 Wil Mental save: +17 (+4 eff.) Life regen: +1.40 Maximum life: +40.00 Healing mod.: +16% Curse of Madness A suit of armour made of mail. |
rough leather belt 'Cyrymiwyn' (Shrouds) rough leather belt 'Cyrymiwyn' (Shrouds)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold Physical save: +6 (+1 eff.) Mindpower: +2 (+0 eff.) See invisible: +3 Curse of Shrouds A belt that goes around your waist. |
Mighty Girdle (Corpses) Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Chalekath the linen cloak (Shrouds) (1 def, 0 armour) Chalekath the linen cloak (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes damage: +3% mind Grants telepathy: Humanoid/Orc Mental save: +6 (+1 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of iron boots (Madness) (0 def, 3 armour) scholar's pair of iron boots (Madness) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +4 (+1 eff.) Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Ashwoe' (Misfortune) (0 def, 2 armour) hardened leather gloves 'Ashwoe' (Misfortune) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +2 Effects on melee hit: * 10% chance to gain 10% of a turn Damage (Melee): 7 blight Damage when hit (Melee): 12 fire Changes stats: +3 Str / +4 Dex / +3 Wil / +3 Con Changes resistances: +7% blight Changes damage: +6% blight Talent mastery: +0.20 Technique / Grappling Disarm immunity: +23% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's drakeskin leather gloves of war-making (Nightmares) (0 def, 3 armour) alchemist's drakeskin leather gloves of war-making (Nightmares) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +3 Damage (Melee): 8 acid / 7 fire / 7 cold / 6 lightning Changes stats: +5 Mag / +4 Wil Critical mult.: +9.00% Spell crit. chance: +20% Mental crit. chance: +15% Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Foglash' (Corpses) (0 def, 1 armour) iron gauntlets 'Foglash' (Corpses) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +5% cold Changes damage: +6% light / +3% cold Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (Misfortune) (0 def, 1 armour) iron gauntlets (Misfortune) (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
cinder dwarven-steel gauntlets of dexterity (+4) (Nightmares) (0 def, 2 armour) cinder dwarven-steel gauntlets of dexterity (+4) (Nightmares) (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Armour: +2 Damage (Melee): 6 fire Changes stats: +4 Dex Changes resistances: +5% fire Changes damage: +4% fire Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
insulating rough leather cap (Misfortune) (0 def, 1 armour) insulating rough leather cap (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +5% cold Curse of Misfortune A cap made of leather. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
175 alchemist agate (Corpses) 175 alchemist agate (Corpses)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. |
brass lantern (Nightmares) brass lantern (Nightmares)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Nightmares A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Aronn the dwarven-steel pickaxe (Misfortune) (dig speed 11 turns) Aronn the dwarven-steel pickaxe (Misfortune) (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Fatigue: -6% Changes stats: +5 Str Changes resistances: +13% nature Changes resistances penetration: +15% physical Changes damage: +7% nature Maximum encumbrance: +20 Life regen: +0.40 Stamina each turn: +0.40 When carried: Talent granted: +1 Dig Curse of Misfortune It can be used to activate talent Perfect Strike, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot (Shrouds) Prox's Lucky Halfling Foot (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Shrouds A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 160 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By The Phantom the DarkTemplar None level 29
12nd Haze 122nd year of Ascendancy at 17:18 see stats
By The Phantom the DarkTemplar None level 7
75th Pyre 122nd year of Ascendancy at 20:38 see stats
By The Phantom the DarkTemplar None level 23
27th Dusk 122nd year of Ascendancy at 16:04 see stats
By The Phantom the DarkTemplar None level 10
5th Mirth 122nd year of Ascendancy at 21:57 see stats
By The Phantom the DarkTemplar None level 20
25th Dusk 122nd year of Ascendancy at 20:04 see stats
By The Phantom the DarkTemplar None level 12
1st Flare 122nd year of Ascendancy at 08:57 see stats
By The Phantom the DarkTemplar None level 18
25th Dusk 122nd year of Ascendancy at 01:52 see stats
By The Phantom the DarkTemplar None level 14
6th Dusk 122nd year of Ascendancy at 17:44 see stats
By The Phantom the DarkTemplar None level 8
4th Mirth 122nd year of Ascendancy at 02:07 see stats
By The Phantom the DarkTemplar None level 14
7th Dusk 122nd year of Ascendancy at 04:00 see stats
By The Phantom the DarkTemplar None level 25
62nd Dusk 122nd year of Ascendancy at 16:57 see stats
By The Phantom the DarkTemplar None level 8
1st Mirth 122nd year of Ascendancy at 08:52 see stats
By The Phantom the DarkTemplar None level 29
13rd Haze 122nd year of Ascendancy at 03:52 see stats
By The Phantom the DarkTemplar None level 20
26th Dusk 122nd year of Ascendancy at 03:52 see stats
Log
You gain 12.87 gold from the transmogrification of Betunne (Misfortune) (20-24 power, 4 apr, physical element).
You gain 0.50 gold from the transmogrification of stralite ring (Nightmares).
You gain 10.49 gold from the transmogrification of Mardelar the gold amulet (Shrouds).
You gain 2.22 gold from the transmogrification of vision rune of the duelist (radius 10; dur 15; see dragon).
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
The Phantom no longer revels in blood quite so much.
The Phantom deactivates Probability Travel.
The Phantom deactivates Fiery Hands.
The Phantom deactivates Gloom.
The Phantom deactivates Weapon of Light.
The Phantom deactivates Phantasmal Shield.
The Phantom deactivates Overkill.
The Phantom deactivates Shielding.
The Phantom deactivates Shadow Feed.
The Phantom deactivates Precision.
The Phantom deactivates Arcane Feed.
The Phantom deactivates Lacerating Strikes.
The Phantom deactivates Shadow Combat.
The Phantom deactivates Deadly Strikes.
The Phantom deactivates Willful Tormenter.
The Phantom deactivates Blur Sight.
The Phantom deactivates Beyond the Flesh.
The Phantom deactivates Weapon of Wrath.
The Phantom deactivates Kinetic Shield.
The Phantom deactivates Kinetic Aura.
The Phantom deactivates Thermal Shield.
The Phantom deactivates Arcane Combat.
The Phantom deactivates Skate.
The Phantom deactivates Arcane Shield.